Certain sounds not working in the latest TF2?

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spacenoobs

L1: Registered
May 10, 2014
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Hi everyone... I haven't been working on my map for many months, but I decided to go back to it.

Has anyone noticed this?

Go to a sound player window... in Hammer... for example in a env_soundscape, or even for a func_door...

Browse the list of sounds... you should see a lot of sounds from various games. Strangely TF2 has all the half-life sounds... OK...

Now scroll down to:

vo/demoman/etcetcetc

try playing them...

For me... I get nothing.

Most sounds work OK... but all the voice over files for TF2 fail. Strangely... I can play voiceovers for OTHER games OK.

...

I can hear the sounds OK in game... as long as they aren't being generated by a func_door or something... but by gameplay itself.

Yes I know it's wierd... but I'm trying to use func_doors to play voiceover sounds :) It's actually for a good reason...

I'm scripting an entire "event" using prop_static associated with TF2 player models... so I want to time events... and func_door seemed the easiest way. A bit like scripted events in Half-life-2 or so... when NPCs interact and talk to each other.

Regardless of func_door or not... the sounds won't play in any way... so my scripted events seem doomed.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
They'll still work, it's just the preview that's broken. It can't preview .mp3s, which TF2 changed a lot of its sounds too. If you set the file to play in game it will work fine.

You're going to want to set something like a tf_gamerules then fire outputs from it that include playvo.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
"All the doors in this spaceship have a cheerful and sunny disposition. It is their pleasure to open for you, and their satisfaction to close again with the knowledge of a job well done."
 

spacenoobs

L1: Registered
May 10, 2014
22
0
They'll still work, it's just the preview that's broken. It can't preview .mp3s, which TF2 changed a lot of its sounds too. If you set the file to play in game it will work fine.

You're going to want to set something like a tf_gamerules then fire outputs from it that include playvo.

It's not working in preview or in game... for me... that's the issue.

...

I'll try your suggestion about playvo... I don't know what that is though. But I'll look into it.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
https://developer.valvesoftware.com/wiki/Tf_gamerules

Depending on what / how you want it to fire you basically place one of these and then have a trigger or logic_relay tell the tf_gamerules to fire a playvo output, then just put the files path in the parameter. Something like "misc/your_team_lost.wav" for example.

I'm sure there's more point entities that have a playvo output but that's just one I know off the top of my head.
 

spacenoobs

L1: Registered
May 10, 2014
22
0
You're going to want to set something like a tf_gamerules then fire outputs from it that include playvo.

https://developer.valvesoftware.com/wiki/Tf_gamerules
"PlayVO <string>
Play a Soundscript to all players"

That's not what I want...

Imagine a half-life cut-scene with NPCs talking to each other. The closer you stand to those NPCs the louder their chat.

I don't want a script being played to all players... just an in-game sound that plays like a normal door effect... something that is louder the closer you are to it.
 

spacenoobs

L1: Registered
May 10, 2014
22
0
OK thanks for the help... I found out that all the sounds have changed.... from .wav to .mp3... so I just had to replace .wav with .mp3 in my maps...

The issue with the preview not playing .mp3s just served to confuse me... so thanks for unconfusing me :)
 

henke37

aa
Sep 23, 2011
2,075
515
Or you could stick to the names set in the soundscripts. Then you will never get surprises with file renamings. And as a bonus, you get to set the mixer settings.